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I know this reply is incredibly late, would you mnid linking me to the mask tutorial? And what do you mean if I know how to do it? I knkow how to make multiple textures for one object as I've done in SecondLife but is there anything tricky with Blade Symphony?
Otherwise, in the skin modifier you can use the weight properties to adjust what bone is used for which surface (in 3DS Max at least).
It turns out that skin modifier in blender does something completely different...One of the reasons I was having so much trouble...Thats what the tutorial said so I did it at first, now I just parent the bone to the model...I hope that is the right thing to do.
I didn't know specular materials were manditory, so I'm trying to figure that out...
Lastly when referencing multiple textures and specular maps in the qc file, do I add commas?
I apparantly have to export the entire thing into one file, if anything is seperated it will export multiple smd files, which means I must assume that the 3 textures will apply to the one smd file respectively...
They are not mandatory, you can have only a diffuse map and it will work but it's not recommended.
No. You only reference one texture in a path. A VMT can have $basetexture and $basetexture, though.
Of course you can also merge seperate smd files with notepad.
ed : .vmt's apply to materials, not the mesh.
When I test loading the file through the game client's Settings>Game>Workshop>Create Mask menus, the client is unable to detect my _ref.smd file when I try to load the mask's model, even though I have all of my files where they need to be, according to the tutorial. I believe my mask's icon loads correctly, however, but I am unable to preview this as I have never seen my model as selectable within the game's Workshop item creation menus.
Unfortunately, I don't think that, with as much information is provided in the 3rdparty mask tutorial, it doesn't specify nearly enough for someone in my position to successfully create and add a mask to the game. I would prefer a player-created tutorial for masks, such as NimrodX's "Using Blender to Create Blade Symphony Workshop Items." However, as his is catered specifically to swords, I would need one that clearly specifies step-by-step how this process is completed absolutely.
$cdmaterials "models\76561198012071316\Pumpkin"
$scale 1.0
$body "Body" "Pumpkin_ref.smd"
$sequence idle "Pumpkin_ref.smd" loop fps 1.00
I hate having to ask for help, but I don't feel like this is something I have the knowledge to complete. I appreciate any and all assistance with this.
Put absolute paths in your $body and $sequence
Edit: Here's how my .qc looks now for verification:
$modelname "76561198012071316\Pumpkin\Pumpkin.mdl"
$cdmaterials "models\76561198012071316\Pumpkin"
$scale 1.0
$body "Body" "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198012071316\Pumpkin_ref.smd"
$sequence idle "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198012071316\Pumpkin_ref.smd" loop fps 1.00